Finish leg configs and add foil variants to smallest leg

pull/767/head
Andrew Cassidy 5 years ago
parent da66bc4fe4
commit c287aca9c2
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@ -1 +1 @@
Subproject commit 5bd31babedfce7d912d1f9b31f0058578b4d65c6
Subproject commit f827e8836e89be0b44698a58d4f33d0b8cd7ead6

@ -1,36 +1,113 @@
// Patches applying art changes to Landing Legs
// Contents:
// - LT-05 Micro Landing Strut (miniLandingLeg)
// - LT-1 Landing Strut (landingLeg1)
// - LT-2 Landing Strut (landingLeg1-2)
+PART[landingLeg1-2]
// LT-05 Micro Landing Strut
@PART[miniLandingLeg]
{
@name = landingLeg1-2-interim
@author = Andrew Cassidy
!mesh = DELETE
MODEL
{
model = ReStock/Assets/Ground/restock-leg-3
model = ReStock/Assets/Ground/restock-leg-1
}
@MODULE[ModuleWheelBase] {
@clipObject = leg3_piston_CAPSULECOLLIDER
@clipObject = leg1_piston_CAPSULECOLLIDER
}
@MODULE[ModuleWheelSuspension] {
@suspensionTransformName = leg3_piston
@suspensionColliderName = leg3_piston_CAPSULECOLLIDER
@suspensionTransformName = leg1_piston
@suspensionColliderName = leg1_piston_CAPSULECOLLIDER
}
@MODULE[ModuleWheelDeployment] {
@animationTrfName = leg3
@animationStateName = restock-leg-3-deploy
@retractTransformName = leg3_piston
@animationTrfName = leg1
@animationStateName = restock-leg-1-deploy
@retractTransformName = leg1_piston
}
@MODULE[ModuleWheelBogey] {
@bogeyTransformName = leg3_foot
MODULE
{
name = ModulePartVariants
useMultipleDragCubes = false
baseVariant = Bare
VARIANT
{
name = Bare
displayName = #LOC_Restock_variant-probe-bare
primaryColor = #999999
secondaryColor = #999999
GAMEOBJECTS
{
leg1_body_gold = false
leg1_foot_gold = false
leg1_hydraulic_upper_1_gold = false
leg1_cylinder_gold = false
leg1_upper_arm_gold = false
leg1_body_silver = false
leg1_foot_silver = false
leg1_hydraulic_upper_1_silver = false
leg1_cylinder_silver = false
leg1_upper_arm_silver = false
}
}
VARIANT
{
name = Gold
displayName = #LOC_Restock_variant-probe-gold
themeName = Gold
primaryColor = #fccb0a
secondaryColor = #999999
GAMEOBJECTS
{
leg1_body_gold = true
leg1_foot_gold = true
leg1_hydraulic_upper_1_gold = true
leg1_cylinder_gold = true
leg1_upper_arm_gold = true
leg1_body_silver = false
leg1_foot_silver = false
leg1_hydraulic_upper_1_silver = false
leg1_cylinder_silver = false
leg1_upper_arm_silver = false
}
}
VARIANT
{
name = Silver
displayName = #LOC_Restock_variant-probe-silver
themeName = Silver
primaryColor = #cecece
secondaryColor = #999999
GAMEOBJECTS
{
leg1_body_gold = false
leg1_foot_gold = false
leg1_hydraulic_upper_1_gold = false
leg1_cylinder_gold = false
leg1_upper_arm_gold = false
leg1_body_silver = true
leg1_foot_silver = true
leg1_hydraulic_upper_1_silver = true
leg1_cylinder_silver = true
leg1_upper_arm_silver = true
}
}
}
}
+PART[landingLeg1]
// LT-1 Landing Strut
@PART[landingLeg1]
{
@name = landingLeg1-interim
@author = Andrew Cassidy
!mesh = DELETE
MODEL
{
@ -57,27 +134,33 @@
}
}
+PART[miniLandingLeg]
// LT-2 Landing Strut
@PART[landingLeg1-2]
{
@name = miniLandingLeg-interim
@author = Andrew Cassidy
!mesh = DELETE
MODEL
{
model = ReStock/Assets/Ground/restock-leg-1
model = ReStock/Assets/Ground/restock-leg-3
}
@MODULE[ModuleWheelBase] {
@clipObject = leg1_piston_CAPSULECOLLIDER
@clipObject = leg3_piston_CAPSULECOLLIDER
}
@MODULE[ModuleWheelSuspension] {
@suspensionTransformName = leg1_piston
@suspensionColliderName = leg1_piston_CAPSULECOLLIDER
@suspensionTransformName = leg3_piston
@suspensionColliderName = leg3_piston_CAPSULECOLLIDER
}
@MODULE[ModuleWheelDeployment] {
@animationTrfName = leg1
@animationStateName = restock-leg-1-deploy
@retractTransformName = leg1_piston
@animationTrfName = leg3
@animationStateName = restock-leg-3-deploy
@retractTransformName = leg3_piston
}
}
@MODULE[ModuleWheelBogey] {
@bogeyTransformName = leg3_foot
}
}

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